I focus almost exclusively on PvP, whether solo, small gang, or large bloc warfare. In the past, I've been a miner, mission runner, and faction warfare jockey. I'm particularly interested in helping high-sec players get into 0.0 combat.

Thursday, August 22, 2013

Much is made – on both sides –
about e-honor in Eve – usually in the context of its lack.There are many definitions, but they all boil
down to keeping one’s word.

On one side are folks like
scammers and inexperienced pirates.These folks take advantage of the newer player and the high-sec player
who have not yet been steeped in the dark side of the “sandbox” – that while
CONCORD will respond to attacks through mechanics (turrets, missiles, drones),
there is no entity in Eve to defend you from white-collar crimeslike fraud (reneging on agreements),
extortion (miner bumpers, bribes to afk campers, protection rackets), corporate
theft, and sabotage (the latter two of the “I let the wrong guy into a director
role” variety).This group believes they
can profit most from exploiting any opportunity to its fullest.Because they can do something, they feel they
should do something.

On the other side are
professional pirates, pure PvP allinaces, and wormhole players.The first will honor ransom agreements, and
the latter two engage in staged fights or attack towers solely to elicit a
defense fleet (in some cases, even repping your tower after they scatter your
fleet).These players take a longer
view, realizing that keeping their word will pay dividends in the future and
that how they conduct themselves is as important as what they do.

I’m fall very much within the
latter camp.I have plenty of isk for my
purposes, and I derive no joy from deceiving my way to a victorious fight.When I offer a 1v1 and it is accepted, I’ll
honor it, even if I lose or if I have another character in system.(Naturally, if it’s not accepted by
the other party and I track him down, I’m not bound by any promises).

Just today, I heard there were
two Sabres a few jumps from my staging system.I didn’t form a fleet of 30 people to kill them, I went out in my
Stabber Fleet Issue to take care of them myself.

Why do I play this way?Quite simply, it gets me the best
results.I want to win fair fights.I don’t improve or demonstrate my skill by
tackling one guy who I promised a 1v1 to, then dropping a fleet on him.The best way to get those fights is to honor
my agreements made in the past.When I
face those people again, they remember that I was honest and they’re more
likely to fight me again.The short-term
gain is outweighed by the long-term benefits of integrity.

Let me give you two examples.

In the first case, I was flying
a Jaguar when I came across a Wolf in a faction warfare system.I started to probe him down with alt’s my
Rapier while I offered him a 1v1.His
response was, “No thanks.You’ve got
your buddy in here.”I tried to explain
that I would honor a 1v1, but he wasn’t interested.What did I do?I continued trying to probe him down, landing
on him on several occasions, but I was unable to lock him down before he warped
off.This continued for a few systems
before I finally gave up.For the last
couple systems, I even left my Rapier behind, all to no avail.I would have honored the 1v1 if he’d
accepted.As he didn’t, I felt quite
justified in continuing to hunt him with both characters.It would’ve been a nice fight; AF fights are
awesome.

In the second instance, I tried
to convince a Vexor to fight my dual-ASB Harpy.He showed no interest in fighting me until I saw a Sabre jump through to
the other side.We both ended up warping
to the gate at 100 coincidentally, and – seeing that I was too close to escape,
I engaged.I had him into half armor
when I went down.Rats and one of his buddies added up to 1,800
additional damage that killed me just as my ASB reloaded for a second
go-around.Against just the Vexor, I
would have gotten a second round of both my ASBs and the fight would have gone
very differently.No worries from my
end… it was a fair fight, without a 1v1 agreed to, so all was well.

But what annoyed me was a gang
of 12 that camped my pod (no
fleet discipline; they attacked before everyone got on the killmail) in
that system.A dozen guys for a
pod?Really?

The overkill involved with
forming a fleet of 12 for a single Harpy made me do something I rarely do… I
unplugged all my implants when I jumped through, and let them kill my blank
pod.Had it been a single Sabre, I’d
have let him get the full pod.There’s
nothing I hate more than bad PvPers ganging together for overkill (it’s worth
noting that Molly Shears was willing to let my pod go for engaging him, and he
was not with the camp gang).

Molly Shears has my respect; the
others do not.Waiting to move until you
have a fleet of 12 to kill one Harpy is not the way to earn respect, the end
result of e-honor.They only needed two Sabres
(after all, one could be poorly positioned).I will be returning to that area to inflict some damage.I’ll let Molly Shears’ pod go, but can’t say
the same for the others.

Based on their e-honor, I have
very different opinions on each of my opponents.And those opinions will affect how I fight
tomorrow.

Monday, August 19, 2013

Goonswarm announced another ice
interdiction.To be honest, I don’t much
care what their goals are.As a loyal
CFC member, I relish the opportunity to kill folks in high-sec.My security status isn’t quite low enough
yet, and I make plenty of isk to afford to buy it back.

This will be my fourth
interdiction.“But Tal, we’ve only had
one ice interdiction before.”Did I say
ice?

In my mind, we’re not
interdicting ice, but rather laziness.Hulkageddon,
Burn Jita 1 & 2, the ice interdictions… to me, they’re all the same.We’re a force of Darwin come to show you how
to become better players.In the end,
it’s not the high-sec player we prey upon.It’s the stupid high-sec player.

Mining ice without protection
during an ice interdiction?Yeah, that’s
stupid.

Flying a 9-bil mission Tengu in
any situation?Stupid.

Auto-piloting a jump freighter
through high-sec?Stupid.

Because, in Razor, we don’t’
limit ourselves to the identified targets; we’re looking to run an isk-positive
ganking operation.Ganking isn’t a play
style we’re used to (for example, I was on 5 fleets during which we had to
explain the new aggression mechanics to our members… we simply don’t hang out
in CONCORD space).It’s fun because it’s
different for us.

Our strat ops are the place for
objective-oriented PvP.For
interdictions, we’re out for fat, juicy kills.And tears.

How can you survive?Don’t fly officer-fit Tengus.You don’t need them for missions.Ever.Don’t be predictable.Don’t
assume that innocuous-looking ship is alone.Don’t warp directly to your target.Keep dscan open.Simple.Well, it’s simple if you’re used to it.

With a Sabre, I feel pretty
confident rolling through null-sec.It’s
probably the second-safest ship you could travel with, behind cloaky
ships.You can usually kill any solo or
small gangs that can catch you.All you
need to worry about is another Sabre – not as much for what the Sabre can do as
for what friends he may have nearby. But in those cases, you can always burn
back to the gate and escape.

Last night, I was returning from
an alliance operation in my double-bubble Sabre.And I saw nothing but a few ratters that
immediately warped to a POS up when I entered system.Except for one guy, an Insidious Empire
bloke.And he was in a Sabre.

Normally, I’ll take a
Sabre-on-Sabre fight.My skills are very
good, and I trust in my ability to tactically overheat and fly
head-to-head.But I was in a
double-bubble Sabre.

To fit two bubblers, you need to
make some fitting compromises.The
double variety tends to be used in gangs and fleets more frequently, since the
ability to bubble both sides of a gate isn’t as crucial when flying solo.In addition to losing a gun, it also drops a
Damage Control.

I had every reason to believe
this guy was flying a single-bubble variant, so I passed on the fight.I was faster than him and he clearly had an
MWD as well – proving my theory that I out-skilled him.That, and his eagerness to engage me (a fleet
nearby, perhaps?) left me confident in my decision to avoid the fight.

But you can’t help but
second-guess yourself on occasion.It’s
the type of fight I really enjoy – equal ships, in which the final result comes
down to pilot skill.Even if I lose, I
have a perfect example of how to fly the ship better in my opponent.

I passed because I suspected my
opponent had a better fit.He came out
to hunt folks; I was returning from an op that required a specialized fit for
my Sabre.

Sometimes, knowing when NOT to
fight is the smarter move.Like in
poker, winning players don’t win big, they lose small.

Thursday, August 15, 2013

PvP in null-sec is hard
work.Unlike low-sec fighting, you don’t
have the advantage of a full local channel to mask your nefarious intent.Generally, ratters are happily plugging away
at pirates until you show up in local, at which point they safe up.Various suggestions have been floating around
the Eve forums about removing local entirely or delaying it, but I find that a
bit extreme.

I sympathize with the ratters
who want to have some warning they’re about to be dropped on (and dscan isn’t
enough… if an interceptor is traveling at 9.0 au/sec, you have maybe 4-5
seconds from the moment it hits dscan until you’re targeted, and a battleship
can’t align that quickly).But I also
think we need to boost the ability of roamers to get a target once in a while.

My solution: planetary nebulas1.

Yes, the name is absurd, as
nebulas are huge swaths of space that don’t fit within a single solar system, but
I’m sure the good folks at CCP can come up with something that works equally
well.These nebulas would be cosmic anomalies
existing in every system that would not only mask any ships inside from dscan,
but from local as well. The only way to
tell if anyone was inside would be to go in there and have a visual look.But – and here’s the kicker – you could see everyone
outside the nebula on dscan and in local without any problems.

Being cosmic anomalies, they
would move regularly, so scouts and afk campers would at least have to warp to the
new anomaly from time to time. The nebula
would need to be only about 200km across to prevent folks from slow boating off
the grid to become perfectly undetectable.

You could light cynos in them without
showing up on the overview, making it possible to bring whole fleets in surreptitiously.

Roaming gangs would have a place
to hide their numbers until their scouts found a target.Find a nice empty system, warp into the
nebula, and wait while traffic passes you buy, entirely unaware of your
presence. The possibilities are endless,
whereas now, intel channels make it impossible for any gang to travel any distance
in secrecy. If a gang disappears from intel,
they could be hiding in literally any system.

Ratters could still see the initial
local spike when the roamer enters system, but he would disappear when he enter
the nebula.Curious if it’s safe? Better go in and have a look yourself.Warping at range would work just fine, but
did you pick the right distance to be out of his point range?

I love the possibilities of this
kind of mechanic.If we removed local entirely
or delayed it, the ratter would only have the time it takes for a ship to
appear on dscan to escape – with nebulas, this would be the same.The only difference is that in a nebula system,
the ratter would have warning that someone entered, then “left” system, and would
have the opportunity to make a judgment call as to whether it’s safe to resume his
PvE activities.

I think a mechanic like this would
help roamers tremendously, while allowing smart, cautious ratters a good chance
to survive. That’s what Eve is all about,
right?Punishing the reckless and rewarding
the intelligent?

Thoughts?

--------------------------

1And yes, I know that the proper plural is "nebulae", but "nebulas" has become ubiquitous and is more comprehensible to most readers. It's a living language, yo.

Wednesday, August 14, 2013

Lessons articles will detail engagements I was involved in and break down both good and bad decisions made by myself and my opponents. The purpose of these articles is to educate, not embarass.

I had intended to write more of
these battle break-downs, but I honestly haven’t had many successful PvP
roams.No kills, but at least I haven’t
died either.

After a major null-sec war, all
the participants are usually a little burned out.The round-the-clock fleets come to an end and
folks need to generate their own content again – they need to look for their
own fights.As a result, PvP tends to
drop off for a week or so.The same
thing happened to me, but it’s thankfully coming to an end.

Yesterday, one of my corp mates,
an alliance mate, and my 2 characters rolled through a wormhole to try to find
a few targets in Catch. (Incidentally, I
also have a few things to say about the advantages and difficulties dual-boxing.)

We popped into Catch in K717-8,
deep in Initiative renter space, and found the typical ratters who safe up
immediately upon a local spike.Pickings
were slim, and we only got one Noctis kill before we decided to head back.On the way, my prober jumped into two
Tornados and a Naga at range.Finally,
someone we could fight.

The Engagement

I quickly cloaked, warped off,
and launched my probes to get a hit.The
rest of my fleet sat on the other side of the gate.After getting a hit on one of the Tornados, I
warped in at range to get eyes on them, and I was glad I did.They were smart – continually moving from one
safe spot to another in a diamond shape in relation to the gate.At most times, the three ships were occupying
different points along the diamond, shifting randomly and frequently.

With the scanning system, it’s
important to remember that if you get a hit, but the enemy ship warps off, your
scanner will still warp you to the position where you got that hit.So when one of the Tornados warped away, I
warped to his safe at 0 and burned off a little, ensuring that I was at least
160 km off the gate and that I wouldn’t be decloaked when one of the hostiles warped
back to that safe.My calculations were
exact… one of the Tornados landed about 6 km off me.

At this point, the other Tornado
was 280 km off, and the Naga was 230 km off, and I gave the order to jump.The Sabre (my other character’s ship),
Proteus, and Talos all jumped in and warped to my prober at 10 km – landing
right on the Tornado.

Alt-Tabbing to my Sabre, I knew
I had to build up enough transversal before he could lock and shoot me. Even at point-blank range, a sniping Tornado can
melt anything standing still.He managed
to hit me once – taking me down to 30% shield – but by then, it was too late
and I had him bubbled.With my Sabre in
a tight orbit, I decloaked my probing character’s Rapier and put both my webs
on him as the rest of the fleet got in close and cut him down.

As we were taking the first
Tornado down, the other Tornado warped into my Sabre’s bubble.Switching my Rapier’s point and one of the
webs to that second Tornado, we took him down as well.

The Naga was still on field,
albeit in 230 km away.Knowing what was
coming next, my fleet mates had already burned out of the bubble and aligned to
him.After another hit of my scanner, we
were in warp.First to get tackle was our
Proteus – I had been focusing on my prober and didn’t have time to align my
Sabre.Once the Sabre did land, we got this beautiful pod.A good showing for us, all things considered.

The Analysis

I have to give credit to the
enemy gang… they recognized that their ships would crumple up close, and they
set up a diamond formation to ensure that only one ship would be tackled at a
time.Their ships had enough of a tank
to let them survive while help warped at range.And they kept moving to avoid being dropped on directly.

But this fight shows that small
mistakes can have tremendous costs.When
I dropped my probes, they didn’t align out.And they kept using the same safe spots – warping to 0 every time.You should always warp at some range so the
enemy can’t crack your safe spot.Those
two mistakes lost them their first Tornado and a 100 mil pod.

I highly suspect that second
Tornado tried to warp to his friend at range to apply his damage without
exposing himself to danger.But, he was
dragged right into my Sabre’s bubble.Not realizing this would happen was their second mistake.

Once the first Tornado was
tackled, his fate was sealed.The smart
move would have been to let him die.Perhaps
the presence of a Proteus in our fleet gave the second Tornado visions of a
shiny T3 killmail.Or maybe – since all
three were in the same corporation – he wanted to defend his brother.In either case, it led to his death, too.

As far as the Naga… I can’t
imagine why he wasn’t aligned out and ready to warp off.Perhaps he forgot about my probes, or perhaps
he was focusing too much on comms chatter about the fight.In either case, he wasn’t paying attention,
and died because of it.

But our performance was hardly a
complete success, either.The enemy had
a scout on our side of the gate.We
should have kept the Proteus within jump range of the gate, but cloaked, to
disguise our strength.If the enemy gang
had been more cautious, we would have scared them off.

It’s also worth noting that a
lot of folks will pull their probes after they get a successful hit to minimize
the window of time an enemy might see them on dscan.This is fine if you’re hunting a single
ratter, but is a mistake if you’re engaging multiple ships.The more enemy eyes, the less successful your
probe-hiding maneuver will be.If I had
pulled my probes, we would have missed out on that Naga kill.

All in all, it was a good
engagement, and offered some lessons – both positive and negative – about small
gang warfare.

In Eve, dual-boxing can give you
a significant advantage in combat, if you’re able to pull it off
successfully.This article will discuss
the types, advantages, and challenges of dual-boxing.

What Is Dual-boxing?

In Eve, each account can have
one character online at any given time.Many players have more than one active account, with multiple characters
on each.Some use that second account (secondary)
for invention, running research, invention, and hauling characters.A lot of null-sec PvPers have one client open
with a ratting alt while they PvP on their other character (primary),
effectively paying for any PvP losses in real-time.I imagine there’s someone out there who
actually *gulp* mines with their second account while they PvP, but I’ve never
met that person.

For my purposes, I’m talking
about having two PvP characters roaming together, either by yourself or in a
small fleet.I’m not including scouting
alts for large fleets, as the scouting account has very low handle-time requirements.

Advantages

In PvP, the second account
typically serves one or more of these functions, and confers all the usual
benefits you’d expect from them:

Prober: Your secondary
jumps in first and quickly tries to find and tackle targets. You have a probe
launcher, combat probes, and usually a cloak.These ships need to survive some punishment until your primary character
can come to the rescue, and typically have bonuses to tackle. Examples: Rapier,
Arazu, Loki, Proteus.

Tackle: Your
secondary jumps in first and has the sole objective of tackling targets until
your primary can arrive, at which point your secondary warps to safety.Examples: interceptors, assault frigates.

EWAR: Your
secondary is held in reserve to assist your primary character, who jumps into
system first.Jumping your secondary in
too early will often scare off the targets, as seeing ewar ships on dscan
immediately kills an opponent’s desire to fight.This type of secondary will piss off the
maximum number of opponents.Examples:
Curse, Pilgrim, Rook, Falcon, Celestis.

Logi: Having an
Oneiros or Scimitar in your back pocket can prolong an engagement
indefinitely.With your logi keeping
range from you, your primary can freely engage larger targets and focus first
on destroying any drones prior to engaging the actual target.If your logi is cap-stable, you can fight
indefinitely without risk to your ship, making it possible to take down even
heavily tanked mission battleships.

Bubbler: A
secondary character in a Sabre or Broadsword can make it much easier to pin
down an enemy target, particularly in pipe systems.In pipes, you can sit with your Sabre cloaked
in line with an in-gate and flush targets to it with your primary DPS
ship.Just remember to decloak and
bubble -before- your target enters warp.Your DPS ship can warp directly to the gate, be caught in the same
bubble, and destroy your target.If your
secondary is a Sabre, you can either engage or simply cloak it back up.

Scanner:
Sometimes, particularly when high-sec ganking, having a secondary with a fast
lock time that can scan potential targets to help with cost-value is
useful.These ships are small,
innocent-looking, and have a Passive Targeting system and cargo/ship
scanners.A quick lock and scan can
reveal whether it’s worth hitting the target.Doing so can, for instance, identify officer resistance-fit Tengus that
you can alpha-strike with a single Tornado.

You’ll note that I didn’t
include Scout as a role.If you’re out
by yourself or a small gang, you don’t have the manpower to have a dedicated
scout – that character is more frequently a prober. Boosters are also excluded, since they remain safely away from the fighting, and don't require the same attention as engaging with two characters does. Also, I intentionally excluded dedicated
probers – Buzzards and the like – as having a prober that can’t tackle targets
is a waste of a ship when you’re in a gang of 2-5.You need to cover as many roles as possible
without compromising your fit.

The Pitfalls: Two People, One Brain

I remember the fist time I died
to a dual-boxer with a boosting Loki.I
thought it was cheap, and spouted off something about e-honor in local.I hated him for having that advantage.I promised not to make the same mistake again
and, in the future, avoid fights with obvious dual-boxers.I also promised myself that one day I’d be
that guy.

It’s natural, to see a tactic
and want to exploit it yourself.By all
means train up or buy a new character.But before you take him out for the first time, consider some of the
downsides of splitting your attention between two characters.

Sure, in most fleets, and during
most roams, a lot of your time is spent waiting, and watching your ship slowly
whittle down an enemy.You can use that
time to control your second character, right?

That thinking would work fine if
sudden changes in battles were predictable, which they aren’t.Even if you’re using two computers instead of
two clients on the same computer, you only have one attention span to split
between them.You’re bound to miss a
ship sliding into web range on your kiting Cynabal, or a brawler moving in on
your Rapier.

Target selection and situational
awareness are absolutely critical.You
need to understand where you are, whether you can take that ship you’re about
to drop on, and whether he’s actually alone.When dual-boxing, you must be absolutely committed to the fight before
you begin it – retreating is not an option.With two characters to control, you can only enter commands on one
client at a time (unless your maker blessed you with four hands).If the engagement goes squirrelly, you’ll –
at best – only be able to save one ship.You best decide which one it’ll be before you undock.

Look at it this way.Think about how you react when you get into a
fight.Think about all the mistakes
you’ve ever made, the moments of hesitation, and the poor decisions.Now, try imagining facing those same
decisions, but with two ships of very different capabilities and
limitations.You need to have two
fighting styles in mind at once, and seamlessly switch between those two styles
as you Alt + Tab or change monitors.

Dual-boxing carries the
possibility of winning fights you couldn’t win with a single character, but it
also risks double the isk and requires triple the attention.I recommend trying it out on low-value ships
and clean clones first, then gradually moving up to more specialized and
expensive fits.It takes practice, but
when you master it, you’re in for a whole new world of PvP on your own
schedule, without having to wait for others to be available.

Tuesday, August 6, 2013

Null-sec 101 is a series of articles meant to teach new players about
null-sec, with a focus on PvP and daily life.

The most basic – and often most
ignored – aspect of survival in null-sec is being able to successfully navigate
it.Most people who spent their entire
Eve lives in high-sec, or even low-sec, may think it’s simply a matter of
traveling from gate to gate in a fast frigate, running from anything that they
can’t handle.But bubbles change the
dynamic in null-sec.

There are two things you need to
know about them.First, if you’re inside
one, you can’t warp until you escape its range.If someone puts a bubble up around a gate as you jump in, you either
need to burn back to the gate and jump through again, or burn out of the bubble
before warping.

Second, if they are positioned
close to and in line with your destination, they can drag you off-course when
you exit warp.What do I mean?Let’s say you’re warping from Gate A to Gate
B.Evil Pirate has put a bubble 100km away
from Gate B in the direction of Gate A.If you warp to Gate B at 0 from Gate A, you’ll actually stop right
inside the bubble – 100km away from the safety of the other side of the gate
(called a stop bubble).The same
mechanic works if you position the bubble in line with Gate A, but on the other
side of Gate B (drag bubble).

Expect your enemy to use
bubbles.Most fleets have at least one interdictor,
and often many mobile bubbles in the cargo holds of otherwise innocent-looking DPS
ships.In many cases, they’ll even drop
cargo containers near the front of the bubble to decloak any ships caught.Covops cloaks won’t save you.

So, how do you avoid them?How do you survive solo travel in null-sec?

First, you need to choose the
right ship.Any gate can have a gate
camp with a bubbler on the other side.In these cases, your ship has to be able to survive the 11km or so
you’ll have to travel to burn back to the gate and jump through. Most gate camp fleets have a couple dedicated
tacklers.At least one or two of them will
point you on the bubbled side, and won’t be able to jump through with you when
you reach the gate again.You’ll likely be
followed through by the remainder – usually one or two additional tacklers. If
your ship is fit in such a way that you can kill this tackler, you can survive.

But the best way to survive
bubbles is to avoid them altogether.For
that, you need to be smart.When you
travel, if you see any neutrals/reds in system, do not warp directly from gate to gate.During your first trip through a system,
you’ll have no choice but to warp to a celestial first – a planet, a moon, an
asteroid belt, a cosmic signature, even the sun if you have no other choice
(the sun is a common warp-to, so many PvPers will default to looking for a ship
at the sun).When you warp to these,
don’t warp at 0 or 100 km… warp at some range in between.When you’re in warp, make a safe bookmark in
the middle of nowhere (open People and Places, click on “Add Bookmark”).

That brings me to the next point…
bookmarks are your friend.Any time I
deploy anywhere in New Eden, the purpose of my first solo roam is to make scout points off all the gates I
may be traveling through.I never warp
directly to a gate, I always warp to my bookmarks.During my first trip, I’ll warp to every gate
at 100, then burn off in a random direction – in line with no celestials –
until I’m about 250-300 off the gate, and bookmark that scout spot.That way, I can warp to it at 100km from any
direction and still be at a distance to warp to the gate.These scout points let me land on grid, but
safely away from any gate camps or bubbles.

I cannot stress scout bookmarks
enough.Just yesterday, I was roaming
through a null-sec wormhole to drone space in my armor-fit Stabber Fleet Issue
(double web, point).In system were 5
neuts.Luckily, I had been there before,
and had a scout point off my out-gate.I
warped to the bookmark and avoided four Daredevils.I probably could have taken at least one or
two with my 220mm ACs and double webs, but I didn’t know what else was on the
other side of the gate (the hostiles lived in that space), so I avoided the
engagement.I wouldn’t have had the
option if I’d have warped right to the gate.

Bouncing off celestials and
using bookmarks can avoid most bubbles, but not all of them.Some constellation and regional gates are far
out of line with the rest of the solar system, and can’t be “warped
around”.In these cases, there’s one
last option: burning capacitor.

This trick is easy.When you engage your warp drive, your
capacitor immediately drops by the amount needed to complete the warp – even if
you have to accelerate before warping.If you then cancel your warp before entering warp, that cap energy is still
gone.By warping and stopping multiple
times, you can bleed out your capacitor until you no longer have enough to warp
all the way to the distant gate.On this
last warp, let it kick you into warp, then hit stop (Ctrl + space).Your warp won’t get you all the way there,
but with some practice, you can get within dscan range (14 AU) so you can see
what’s on the gate.

I have one overview tab I use
exclusively for scanner probes and warp bubbles.I normally scna for ships first, then switch
to my bubble/probe overview and scan for those.If it’s clear, I’ll finish my warp and jump through.Many times, I’ve used this cap-burning trick
to get within range to scan and detect a bubbled gate camp, and avoid it.

If you see a neutral in system,
always assume he’s in a Sabre, or is sitting on a bubble in-line with both your
gate and the nearest planet.No neutral
is safe.If you get used to these
tricks, you can successfully navigate past any bubbles without being the next
fish caught in the net.

It seems cumbersome and slow at
first, but remember: this is not high-sec.CONCORD will not save you, and there are no gate guns.You’re on your own here.Fly like it.

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